If a game design company wanted input on a similar game or sequal to Hired Guns: Jagged Edge what would you recommend and what do you think of these ideas:

1. A custom mission builder using any map available in the game and unlimited resources for weapons and equipment. The ability to set AI stances like defend, attack and random locations would be nice. Also, a PBEM function would extend replay value.

2. Options to select how realistic ranged fire and damage from weapons should be.

3. A character that expends all of his movement points while running, should be considered "in motion" for targeting purposes. In game we would see the character come to a stop but any ranged attacks against him would suffer a penalty to reflect hitting a moving target.

4. A near-miss should cause a character to have to perform some kind of check to see if he becomes "pinned". Pinned status could be a loss of AP's for that turn or a negative penalty if that character attempts an attack. This would give the game another ranged fire result other than a minor hit (which can get frustrating) and it allows for suppression fire particullary when one character is running for cover but needs two turns to get there. Another character could fire on the enemy and hopefully keep the enemies head down.

5. Options to allow more money and weapons sooner. I know a game should be challenging but if a player enjoys the action of a game versus gathering resources; he should be allowed to play it as he wants.

I'm interesting in your opinions. The turn-based,tactical community is a relatively small group and we dont get the number of options like RTS gamers get.

Well, I just reinstalled Wildfire after years, so my memories are not tinted. Economic system, strategic layer, real day/night cycles, mercs are bound to enter a sector from where they approached - even at first glance there are many things better implemented here. In summary JA2 required more thinking, offered a higher challenge and played at a slower pace. If Hired Guns had simply adopted the whole system instead of modifying and reducing details, it would have been a better game.

Brigade E5 New Jagged Something or the other had some sort of hybrid pausable system that didnt quite work that well. It was based on real-time seconds and you could give orders and see them on a ghost character before you unpaused . While it may have been more realistic; it really lacked in the simple enjoyment of plotting out your moves and the comprimised that makes a game like this fun. Any of the advantages of a RTS/hybrid game can be duplicated by in-game controls or abstractions, e.g: Interupts.

Also the game was tough. I spent most of the game with a rusty .45 and one mercenary fighting unbelievable odds.

ORIGINAL: Bishop746 Brigade E5 New Jagged Something or the other had some sort of hybrid pausable system that didnt quite work that well. It was based on real-time seconds and you could give orders and see them on a ghost character before you unpaused . While it may have been more realistic; it really lacked in the simple enjoyment of plotting out your moves and the comprimised that makes a game like this fun. Any of the advantages of a RTS/hybrid game can be duplicated by in-game controls or abstractions, e.g: Interupts. Also the game was tough. I spent most of the game with a rusty .45 and one mercenary fighting unbelievable odds.

Wow disagree the one thing IMO that did work in BE5 was the real time pausable combat system, it was difficult to control a large team tho. But factoring milliseconds into reaction made sense. In CQ battles you better have kept a pistol cause that barret .50 cal is too slow to aim, and the 9 mm wins the day as it is in real life. Advantages and disadvantages dont mind turn based either. Easier to control large squads.

As for improvements in HG, bigger maps, the terrain is pretty good graphically but I hate battling on floating islands in space, its seems the map engine is unfinished.

One thing Brigade E5 had that did work was a "fast-turn" around a corner. Very cool and it could be used in a game like HGs.

I would like to see a Move/Shoot command. So much of tactical training is based on the ability to hit a target accuratly while moving but creating a moving target for the enemy. Accuracy should decrease of course but if the targets are in close its very do able. Room clearing and CQB is what I had in mind.